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Axe and Brimstone A Campaign Sourcebook for Advanced Song of Blades and Heroes Written and illustrated by Andrea Sfiligoii

Axe and Brimstone - 4plebs · Ian, Ian Woodley, James Forrest, James Latimer, James Zimmermann, Jan Alexander Kleier, Jeremy ... Diabolic Charisma 14 Double ... We use male pronouns

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Axe and BrimstoneA Campaign Sourcebook for Advanced Song of

Blades and Heroes

Written and illustrated by Andrea Sfiligoii

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Game design, illustrations, layout, and Halfling figure concepts: Andrea Sfiligoi

Possessed figure concepts: Matt Dorangricchia

Kickstarter management, general management, figure painting: Damon Richardson

Point calculator: Ray Forsythe Editing: Stacy Forsythe Music: Fabrizio Maggiolini

Sculpting: Micah Nichols, Chad Overter, Yann Hoarau, Paolo Fabiani, Andres Villaseca

Playtesters: Andrea Sfiligoi, Diego Chisena, Massimo Moscarelli, Diego Riccitelli, Damon Richardson. IanIskandar

Our Kickstarter Backers: Chris, Dan Start, David Ferris - Dwarven Knight of Valoria, Kees Bosch, Martin Gravel,Aaron P, Aki Koyama, Alan Winterrowd, Anthony Kapolka, Barzam, Bobbo Malmström, Bobrunnicles, BrendanMayhugh, Caleb Goodson, Cdorf, Chad Mastbergen, Charles Burkart, Charles Stoll, Chisena Diego, Chris Langevin,Chris Williams, Colin Peake, Craig Johnson, Craig Parent, Daniel Michel, DanielKarlsson, Darhkon, Darkmeer,Dave Polhill, David Elmore, David Mason, David S, David Sulak, Dennis Bollyn, Derek Morton, Dustcrusher, EricVaughn, Gabe, Gianpaolo Tomasi, Giempe, Gordon Nichols, Grundini, Hershaddow, Highlord TamburlaineLuxurious Reptile, Ian Stewart, Jason Jackson, Jason Peters, Jean Fedon, Jeff Dahl, John Barnes, Jonas Schiött,Jonathan Goodwins, Joseph Procopio, JP, Juan María Orbegozo, Justin Agin, Kaide M. Lege, Kevin Moon,Kherprigaze, Kirk Penner, Kyle Van Dyke, Laurence Emms, Lidless Eye Hobbies, Loris Zanotto, Luke Borrelli,Manfred Laner, Marc Gacy, Mark Ryan, Michael Greenhill, Michael Muller, Miguel Angel Martos Morales, MikeD., Patrick McElveen, Paul Grindrod, Paul Turner, Per-Olov Gothe, Peter Baldwin, Peter Christopoulos, PeterEdlin, Pierre Therrien, Randall Lennox, Randy Aitken, Richard Gorski, Richard Lantz, Richard Meyer, Rigor Mortis,Scott "KillaMini's" Myers, Scott Paquette, Shalafi Dave, Sjbaylus, Stuart Wilson, Svend Andersen, Thedmstrikes,Tom Glauser, Trevor Fetherstonhaugh, Tyler Swank, Urban Blom, Wayne Harrison, William, Aaron C, AlistairGrant, Andrew Chicco, Andris Ernstsons, Andy Stearman, ArtIsGreat, Benito Picazo, Benjamin Campbell, BillBartlett, Brian Connolly, Casey Campbell, Chad, Christian Kriech, Christoph Kirsch, DocGrognard, Donald Bleeker,Douglas Mawhinney, DrJekyll325, Enoto, Fredrik Backlund, Gattz, Geoff Stonecipher, Graeme Rigg, Greg Whitaker,Ian, Ian Woodley, James Forrest, James Latimer, James Zimmermann, Jan Alexander Kleier, Jeremy McCauley,Jittle, Justin Plimmer, Justin Tebo, KieronGillen, Lee Forester, Linzi Howarth, Lukas Bayard, Mark, Matt Liguori,Matthew Kramer, Mike Marshall, Morgan Hazel, Nicholas Kager, Nicklas Lundström, Olivier Dubois, Paul Cafiso,Phillip PS, Raffaele Pedroni, Robert Fanelli, , Rodeur Wolfen, Russell Webb, Ryan Finkenbinder, S Vincent Gray,Simon Kuenzle, Stefan Zamolo, Tom Zunder, Willem-Jan Bertram, David Swanston, Davin, DeclanW, DJHive,Eamon, Guindyloo, Matt Williams, Miraz Mauro, Nicholas McDonald, Peter James, Rhel, Richard Morin, ScottNull, Seti Zepeda, Tom Richards, Tom Webb, Ugo Greevy, Uwe, Callum Fitzpatrick, Dale Hurtt, Dan Angelino,David Smith, Ed Snowdon, Handle, Jeris Godwin, Jerry Autieri Jesse Carr, John Pope, Jonpaul, Kalamadea, KerstinHeidemann, Kieran Billings, Lachlan Fraser, Lee Marohn, Matthew Moore, Nelson Stanley, Peter Engebos, Sgbeal,Stefano, TSL, Valat, Jonathan Tilbury(voidragon), Brittani-Pearl MacFadden, Joel Lawson, Matt Price, Michael,Pitstarter, Synicbast, Abhi, Allyric, CaitSidhe, Chris Pearse, Chris Robinson, Corey Charles, Dain Lybarger, DavidMathis, Eric Massicotte, Erika, Jeanfrancoisp, John F. Falconio Justin Crozier, Lambert Caron, Logan, Marc Gales,Mauricio Carvalho Pedroso, Michael "Mammut" Sauer, Michael Schuller, Nicholas Wright, Nigel Swan,OwlbearCamus, Patrick Odell, Richard Kurtin, Rob Heinsoo, Robert, Robert Strahan, Russell Hansen, SamanthaClayton, Scott Cramer, SirJAGman, Steeldragon, Steven Lord, Susan Davis, Thomas Granvold, Wim D., Yuri Kalinin,Adli Ghani, Alex Cropp, Brian Ruigrok, Bryan Burge, Chad Ries, Chris Page, David Musser, Fred Schmidt, GeoffOsterberg, Gjl059, JEVR, John Buck, Jtsparks, Manyslayer, Mark J. Muir Mark Kitching, Micah Nichols Miniatures,Michael Gellar, Mr. Bistro, Nate Risley, Pseudohazard, S. Snyder, Thalji, Uwe Schumacher, Wellender, WilliamPowell, Alex Lai, Aron von Stemm, Bern Entriken, Bill Stilson, Brad Fuhrmann, ChrisW, Daruma Productions,David Keyser, Dusk Shadow, Eric Jacobson, Gadgetman!, Gary Bohon, Gordon Johnston, Gordon Munn,Horselover Fat, Ian Adly Iskandar Dzakurnain, IdConstantine, James P Walker, Jesse Rudolph, John McManis,Jordan Arndt, Joseph Benkual, Keith Dowson, Ken Campbell, Louis, Marja Feilen, Martin Dickson, NicolaiØstergaard, Paul F, R Amsbury, Rasmus Holbroe, Rik Baker, Sbarrie, TDM, Tim "Zukar" Leuftink, Tim Mayse-Lillig,Todd White, Xazil, Ian Fainges, Nick Chew, Timothy Thien, Webkeeper.

Axe and BrimstoneA Campaign Sourcebook for Advanced Song of Blades and Heroes

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Contents Introduction 5

Dwarves from Hell 5The Story So Far 6

Elvenfell 7The Tree Abodes 8

The Coming of Evil 8The Demon Masks 10

New Traits 11Arcane Cook 11

Axe and Sword Technique 11Body of Stone 11

Charm Against Missiles 11Child of Fury 12

Creature of the Marshes 12Death Curse Weapon 12

Demon 13Demonic Armor 13

Diabolic Charisma 14Double Stab 14

Elven Plate Armor 14Encourage 15

Ensnare 15Exorcism 15

Fast Reload 16Fear Aura 16

Fungus Trident 16Halfling Wisewoman 16

Helldisc 16Hellfire Arquebus 17

Holy 17Holy Water 17

Illusionary Clone 18Inspire 18

Knapsacks 18Mark of the Demon 18

Medicine Bag 19

Outdoor Specialist 19Paincarver 19

Powerful Jaws 19Possession 19

Quick With a Blade 20Rock Punch 20

Skull Battleaxe 20Slayer 20

Snares 20Squishy 20

Stiltfighter 20Stoneslumber 21

Throw Rock 21Trick Shot 21

Twin Dagger Technique 21Unholy Symbol 21

Vorpal Blade 21New Spell Tags 22

Affects only Spell-Casters 22Ritual 22

Sacrifice Required 22New Spells 22

Curse 21Demonic Harpoon 21

Hellfire Ammunition 22Hellfire Blast 23

Hellfire Immolation 23Holy Light 23Mindwipe 24

Pentagram 26Wall of Hellfire 25

Wall of Holy Light 26Summon Hell Frog 26

Summon Imp 27Summon Minor Demon 27

Netherworld Gate 27Halfling Food Magic 30

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Biscuits of Sugar Rush 30Cake of Fury 30

Carrot Stew of Keen Vision 30Cornmeal of Courage 31Elven Pepper Spread 31

Energizing Jam 31Mead of Poison Resistance 31

Ranger’s Roasted Trout 31Sausage of Sturdiness 31Sticky Porridge Bomb 31

Treeman Salad 31Honey of Quick Reflexes 31Marmalade of Swiftness 31

Halfling Wisewoman Remedies 32Lavender Wound-Cleansing Oil 32

Sage Pomade 32Oil of Untying 33

Goat Milk Poison Antidote 33Quick Feet Ointment 34

Sure Grip Hand Cream 34Anti-burn Lotion 34

Poultice Against Bugs 34Animal Repellant 34

Demonic Seals 35Black Blood Seal 35

Dark Tentacle Seal 35Evil Eye Seal 35

Hellfire Breath Seal 35Hellfrost Seal 35Hellfury Seal 36

Tormenting Thorn Seal 36Vampire Seal 37

Protection of the Lone Warrior Seal 37Campaign - The Summoning of Asdzugh 38

Random Tables 38

Death Of Unique Personalities 381) Raid on ElvenfEll 39

Elven Lure Table 392) The Caravan 43

3) The Stone of Power 45The Awakening of the Stone 45

Burn the Demon Worshipper! 475) The Gates of Zo 48

The Demon Worshipper 48Campaign Upgrades 51

Generic Upgrades 51Halfling Roster 51

Possessed Roster 53

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IntroductionAxe and Brimstone is a campaignsourcebook for Advanced Song ofBlades and Heroes. Ganesha Gamesproduces 28mm figures for this campaign(available on www.songofblades.com)but you are free to use any otherfigures you already possess.

We use male pronouns (he, him, his)for brevity, but the rules apply in thesame way to characters of anygender.

To play this campaign, you need acopy of Advanced Song of Blades andHeroes. If you have a copy of Fightin’Fungi or Hammer and Forge, you mayalso use profiles and Traits from

either or both books to expand thecampaign.

Dwarves from HellIn this campaign, the Possessed (agroup of evil, demon-worshippingDwarves) are trying to summontheir dark masters in the Kestar Kellarea. In order to gather enoughmagical energies to open the gatesto Zo, the region of theNetherwhere (Hell) where thedemons they worship are confined,the Possessed must offer a numberof innocent souls in sacrifice. Andwhat is more innocent than a villagefull of peace-loving, land-tillinghalfling farmers?

The Possessed master aform of magicalgunpowder native to Zocalled Hellfire (Zoram indwarven). Hellfire can beprojected as a rangedattack throughbrimstone-poweredarquebuses or used tobathe melee weaponsand increase theirlethality. In Zo, naturallyoccurring hellfire pits aremined and dry hellfire iscollected in powderhorns created fromdemon horns.

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The Story So FarFor many Dwarves, the existence ofa whole clan of demon worshippersis just a rumor. Unfortunately, theHalflings who live in the southernportion of Kestar Kell known asElvenfell know that the demonDwarves are a horrible reality. Firstanimals, then women and children,have disappeared from the halflingsettlements, and weird sigils havebeen painted in black ichor on thestanding stones of Hyria.

A few clerics from the Miners clanand druids from the Pelters clanbelieve that the demonic menace isreal, but so far they haven’tmanaged to persuade their peoplesto intervene. These clerics and

druids, ignoring the enmity betweentheir respective clans, have joined inan uneasy alliance, forming afellowship of demon hunters andmoving to help the Halflings. Willthey manage to confront thedemonic sect before the Possessedwipe out the Halflings and use themas sacrifices to open the gates of Zo?Will the Halflings be able to summontheir courage and defend theirvillages, buying time while thedemon-hunting fellowship arrives?You will answer these questions byplaying this campaign. Oneparticipant will play the role of theraiding Possessed, and he or she willwin the campaign if the Possessed

Hellfire Casters are magic-using Possessed whospecialize in themanipulation of hellfire. Theycan project hellfire from theirhands and heads, rechargehellfire arquebuses, or emitblinding flashes. In extremecircumstances, a few canimmolate themselves,exploding in a devastatingfireball (see the HellfireImmolation spell).

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manage to summon a major demonin the last episode. The Possessedplayer will have to keep a tally of theinnocent souls that are sacrificed tothis end.

The other participant will play therole of the halfling villagers. Morenumerous but less powerful thanthe evil Dwarves, the Halflings willwin the campaign if they manage torepel the Possessed forces.

ElvenfellThe area called Elvenfell takes itsname from an event at the end ofthe Century of Rain and Fire, whenElidra, the goddess of Harmony,sent her chosen race, the high elves,to Norindaal inside meteorites.Elvenfell is one of the areas wherethere was a massive precipitation ofthese “Stone Cradles”. There are noelves here today. The story of how

Possessed Warlords wear demonic armor covered in animatedfaces that spew insults at their opponents or utter maddeningbattle cries. They often wield Paincarvers, cruel blades that inflictmaiming, excruciatingly painful wounds.

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the elves left Elvenfell without atrace is one of the many mysteriesof the An-Mor continent. Some ofthe original elven settlements,however, have been reused by theHalflings. Nothing goes to waste onNorindaal, especially good elvishabodes protected by magical traps.

The Tree AbodesThe Skyfallen (the first, blank-eyedhigh elves to come to Norindaal)had the power to subjugate natureby the sound of their songs. Toprotect themselves from theweather, they molded treesand bushes to formbarriers, hedges, andbuildings. The Halflingstoday occupy thesebuildings, using some ascattle pens.

The magic of the highelves is still strong,protecting those who live

in the village. Plants and vines havebeen known to animate and attackor ensnare intruders.

The Coming of EvilDemons (Demavas in their own

language, a corrupt form ofGodspeech, the perfect original

language spoken by the 33 godswho created Norindaal) were

created out of the resentment andspite of Ssikliss, the goddess who is

also the mother of all reptilianraces and dragons. Ssikliss

was trapped in theNetherwhere by the

other gods as apunishment for having

cheated during the earlyphases of the Godgame,

the game of creation.

Hellchain Wielders are aform of medium infantryspecialized in the use ofhellchains, weapons that unitethe heavy-hitting power of aball and chain weapon withthe searing flames of hellfire.Thankfully rare, these brutalwarriors know no fear ormercy.

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The Screaming Faces are the heaviest infantry among the ranks of thePossessed. They are clad in heavy or demonic armor and employ largecleaving weapons. They take their name from the grinning, yelling red facessculpted on their breastplates. The much-feared Zorkan Zaa, pictured in thisillustration, is considered the best fighter among the Screaming Faces. He isarmed with Tellorna (”Always Thirsty”), a blood-drinking, intelligent magicaxe tempered in the blood of countless enemies.

Ssiklis was impregnated by the chaos god Xichtul. Together, they sired thedemons, a race of creatures with all manner of body shapes andpowers. Eventually, Ssiklis was freed from her prison. Luckily forNorindaal, most demons are not powerful enough to escape, but theVeil between Norindaal and the Netherwhere grows thinner every day.Demons can make contact withsuitable mortal minds on thematerial plane, and therebyfoster cults ofworshippers. Throughcertain spells fueled bythe pain and deathof innocentcreatures, theseworshippers canweaken the Veiland summontheir demonicmasters to wreakhavoc on theworld.

Most religions of Lightand Order opposedemons and considerthem a real threat.Many spell-casters,however, consider

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demons a dangerous but not necessarily evil force, seeing them as tools tobe called upon as needed. The clerics of the god Foryos the Mighty, andespecially the (mostly human) followers of Foryos who become full-timewitch-hunters, are the staunchest opponents of demons on Norindaal. Otherreligions that actively fight demons include the cult of Tamas Zeya, thegoddess of oaths, who opposes anything connected with chaos, and the cultof Luura the Shining One: Luura is Foryos’ brother, a god of light worshippedby paladins and do-gooders of many different races (for an example, see theFungus Man Paladin in the profiles section).

The Demon MasksMost Possessed wear metal masks or helms shaped like grinning demonheads. These are sometimes stylized after the features of the demon who ispossessing the dwarf. Under the masks, they usually shave their heads andcrop their beards into a goatee, or arrange beards into dreadlocks. In combat,many masks animate, spewing insults and cackling with insane laughter atthose who oppose the Possessed. Hellglaive Assassins eschew the maskssince the yells and laughter would impair their stealth.

A Screaming Face, Hellfire Caster and Brimstone Fusilier defend anentrance to Zo, the Possessed Dwarves’ netherworld.

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New Traits

Arcane Cook (P)The character is a skilled cook witha bit of magical talent. In addition toraising the spirits of his warbandwith hearty meals, the Arcane Cookcan create food with magicalproperties. See Food Magic (p.30).

Axe and Sword Technique (W)The character may perform up to twonormal attacks per turn, spending oneaction each, or one normal attack withhis sword (1 action) and a Power Blowwith his axe (2 actions) which countsas a Heavy Weapon in this case. If thecharacter is Disarmed, his controlling

player decides which weapon isdropped.

Body of StoneThe model’s body is made of stone.The character with this Trait mayadjust his C total by +1 after rollingIF he loses a C roll (in melee or whendefending from a ranged attack).The maximum effect he can obtainwhen doing so is a tie. A model withBody of Stone may not swim orclimb vertical slopes, and is immuneto Poison and Sleep spells.

Charm Against Missiles (P)The model has a lucky charm thatprotects him from missiles. Thecharacter gets +2 to C when targeted

Hellglaive Assassinsworship demons who

are themselvesdevoted to Zur, the god

of death. Unnaturallyagile and surprisinglyfast for Dwarves, they

hide in the shadowsand can create

illusionary copies ofthemselves to confuse

enemies and avoidattacks.

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by non-magic ranged attacks.In addition, the user may betargeted only by shooters witha point value equal to orhigher than his own or bymagic weapons or spells.

Child of FuryWhenever any foe is put Outof Action within 1 x L, thecharacter may immediatelyperform a 1xM freemovement towards any foe.At the end of thismovement, he must becloser to at least one foethan he was before themovement.

Creature of the MarshesThe model has +1 to C ifstanding on swamp/marsh terrain,and its movement is not reduced bysaid terrain.

Death Curse Weapon (P, W)When the character with this Traitdies, he can infuse his wrath andthirst for vengeance into one of hisweapons (player’s choice, but it mustbe one of the weapons pictured onthe model, or a dagger hidden in aboot if the model has no visibleweapons). If picked up by a friend,the weapon becomes magical andattacks at +2 any model that:

1) Killed the original owner; or

2) Gave an outnumbering modifierto the original owner in the momenthe was killed.

The new owner of the Death CurseWeapon now counts as a Personalitywith a weapon-based (W) Trait. Theability is retained in a campaign. The+2 bonus disappears once allenemies that killed/outnumberedthe original owner at the moment ofkilling him are dead, but the weaponis still considered magical.

If the Death Curse is infused onto aweapon which confers some otherTrait, such as Ball and Chain orHeavy Weapon, those abilities are

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retained ONLY if the new owner hasthem. So someone who picks up aHeavy Weapon will enjoy thebenefits of the Heavy Weapon TraitONLY if he has the Heavy WeaponTrait himself.

Remember: A Trait does notrepresent only a piece ofequipment, but also the skillrequired to use it.

DemonThe character with this rule is ademon, and is subject to all demonic

weaknesses. The character may beexorcised, and he is affected byspells that affect demons, by Wallsof Holy Light, and by Holy Water. Thecharacter is at -1 to Quality andCombat rolls if standing on sacredground (even if just a small part ofthe model’s base is in contact withany terrain item or buildingdescribed as sacred ground).

Demonic Armor (P)A character wearing Demonic Armorcounts as Heavily Armored, but hasno modifier on swimming and

Halflings ride pigs, ponies, deer, and large dogs. The hound riders employmastiffs or bulldogs that are completely loyal and would never let any othercreature ride them. These large dogs lock their jaws into their foes whiletheir riders thrust at them with their short spears.

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climbing rolls. Demonic Armorprotects from magic damage: itcounts even against spells with theBypass Armor tag. The modelwearing Demonic Armor gains theDemon Trait as long as the Armoris worn. The armor does not protectagainst Holy Water.

Demonic Armor is decorated withmagically-animated faces thatscream insults or emit cries ofanguish. Any foe within 1 x Shortneeds one more action than usualto complete a Task. Models wearingDemonic Armor are immune to this.

Due to the constant gibbering andyelling of the faces, the wearer maynot use Stealth.

Diabolic Charisma (P, L)Once per game, the character withthis Trait gains the Leader Trait withunlimited range for a full turn. Thecharacter may give the Leaderbonus and spend an action to give agroup order to any friends on thetable. If the model goes Out of Actionin that turn, the warband must testMorale for losing a Leader.

Double Stab (W)The model is armed with twostabbing weapons and may use twoactions to perform two meleeattacks. The two attacks need not bedirected at the same target if themodel is in melee with more thanone foe. If the model is disarmed, he

loses only ONE weapon and may stillattack with the remaining weapon,but he may NOT perform the DoubleStab.

Elven Plate ArmorOnce per turn, a model wearingElven Plate Armor and suffering aCombat effect (Recoil, KnockedProne, Out of Action, Gruesome Kill)may roll one die. On a 1 to 5, applythe effect normally. On a 6, treat theeffect as a tie. Elven Plate does notprotect from magic weapons, spells,or Free Hacks. Elven Plate protectseven if the character is Prone. If themodel also has any Block Trait, roll

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first for Block, then for the ElvenPlate Armor Trait.

Encourage (P,L)The character has 3 Encouragepoints at the start of the game. Thecharacter may spend one Encouragepoint per turn to have a friend within1 x M recover from Prone as a freeaction. The character may not spendEncourage points while Prone,Transfixed, bound, asleep,Staggering, or otherwise inactive.

EnsnareIt takes 1 action to use this ability. Asingle foe in melee with the characteris Ensnared until he breaks free. Theensnared foe may not move away andis hit at +1 by all melee attacks. The foebreaks free if the character Recoils orgoes Out-of-Action. While Ensnared,the foe may not use the Block, ExpertBlock, Magic Block, Parry, DifficultTarget, Free Disengage, or Flying Traits.Ensnare may not be used on Big orlarger foes.

Exorcism (P)Exorcism is the ability to forcepossessing entities out of the bodyof a possessed person, or to castspirits and non-corporeal demonsout of a haunted place. Exorcising aperson is a 2-action Task. Exorcising

Halfling ranger Nova Valk is a full-time adventurer, a profession that soundsat the same time exciting and undesirable to most Halflings. A mercenary,guide, and bodyguard, she is rumored to have had a relationship withAndrea Underoot of the Outpost, in the Sun-Kissed Vale (a characterdescribed in Fightin’ Fungi), but the two have not been seen together sincean adventure involving the delivery of hallucinogenic mushrooms to aDorantian alchemist. Much like her mother before her, Nova has learnedthe ways of the halfling wisewoman and always carries a few remedies onthe field.

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a place is a 5-action Task. At the endof the Task, make a Q roll on threedice for the exorcist and the demonor entity possessing the person orplace. If the exorcist rolls moresuccesses than the demon, thedemon is cast out, appearing 1 xShort away from the formerlypossessed victim or area, and mustimmediately perform a Morale testat -1. Once exorcism has beensuccessful, the Demon may notpossess the same person or locale,or voluntarily move into melee withthe exorcist or with the formerlypossessed person, until the nextgame. If the Demon wins, theexorcist fails to cast him out and thedemon may continue to possess theperson or locale as he wishes.Exorcism may not be attempted tobreak the same possession againuntil the next game.

Sinful Thoughts: If the exorcist rollsa triple 1 on his Exorcism Q roll, hehas been entertaining sinfulthoughts, and his god is displeasedwith him. The character loses theExorcism Trait until he single-handedly defeats a Demon ordemon-worshipper with a point costequal to or higher than his own. In acampaign, the player may not retirethe character who lost his ExorcismTrait and take another character withExorcism until he has recovered the

ability to use the Exorcism Trait oruntil the character dies.

Fast ReloadReloading a weapon that normallyrequires two actions takes just oneaction for the character.

Fear AuraAny non-Demon, non-Artificial modelwithin 1 x Short of this model has -1to Q on Morale rolls. Multiple FearAuras do not have a cumulativeeffect.

Fungus Trident (W)Any foe rolling a 1 in melee with thecharacter is disarmed. His weapon flies1 x Short away in a random direction.Foes without a Weapon-based Trait areunaffected.

Halfling Wisewoman (P)A Halfling Wisewoman specializes infolk remedies using herbs,mushrooms, minerals, and spices.Prior to the battle, she can createthree Remedies from the list on p.32. They can be all of the same type,or all different, as desired. TheWisewoman may assign eachRemedy to a different character, orcarry them and apply them duringthe course of the game.

Helldisc (P,MI)The character flies on a disc ofmagical energy. The Helldisc gives itsrider the Long Move and FlyingTraits. If the rider is knocked Prone,the rider automatically gets back on

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the Helldisc when he spends oneaction to stand up. The model mayvoluntarily step down from theHelldisc. If he does so, the Helldisc willcontinue to hover in place where itwas left. Without the Helldisc thecharacter uses his normal movementrate. Holy ground and pentagramsare impassable terrain to the Helldisc.

Hellfire Arquebus (W)The character is armed with a HellfireArquebus, a ranged weapon strikingover Long range at +2 to the user’s Cscore, with a range penalty of -1 at 2x Long range and -2 at 3 x Long range.It is not possible to hit targets fartherthan 3 x Long. In addition to thenormal effects of a ranged attack, atarget beaten by the HellfireArquebus must roll Q roll on 3 dice.

Shots from an Hellfire Arquebus haveno effect on Artificial models,Demons, Swarms, or models wearingDemonic Armor. They affect Undeadnormally. Once a shot is fired, the

character needs two actions to reloadthe Arquebus. It is also possible toreload it with the Hellfire Ammunitionspell.

If the shooter rolls a 1 when firing anHellfire Arquebus, it misfires. Roll adie. On a 1-3, the Arquebus explodes(treat as a C2 Free Hack on the user).On a 4-6, it jams and the charactermust spend one action to clear itbefore it can be loaded again.

Holy (P, Rare 1)A character with this Trait fights at +1in melee against Undead and Demonenemies, and may not be part of awarband containing Undead orDemons. The model has Terroragainst Demons. If the model leavesthe table due to a Morale failure, allfriends must test Morale on a singledie or lose their next action (Heroesneed not perform this test). HolyModels are immune to thePossession and Mark of the DemonTraits. They are always Rare 1, orUnique, if they are namedPersonalities. If a Holy model isstanding on Sacred Ground (as perscenario rules) he gives a +1 to Moralerolls to all friends within 1 x Long orwho are themselves in contact withthe Sacred Ground.

Holy Water (P)The character can create three vialsof Holy Water per game, and keepthem for himself or assign them to

3 successes No effect1 failure Target Recoils2 failures Target becomes

Staggering3 failures Target goes Out of Action.

At the end of the game, ifhe survives, he must passa Q roll on a single die ordevelop the Coward Trait(or remove the SteadfastTrait if he has it).

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any friend. Each vial can be thrown asa C3 ranged attack up to 1 x Shortaway. Holy Water affects only targetswith the Undead, Demonic Armor, orDemon Traits. Holy Water has noeffect against other targets. It ignoresany Armor the target may wear butdoes not ignore the Block Traits.Models with Undead, Demon, orDemonic Armor may not have thisTrait or be assigned Holy Water.

Illusionary Clone (P)The character can create an illusoryclone of himself once per game.There is no need to represent this inthe game with an additional model:place a counter by the figure as areminder. It takes 1 action to createthe clone. When the model is affectedby a spell or ranged attack, roll d6. Ona 1-3, the model is hit as normal. Ona 4-6, the clone is hit instead anddisappears. Area effect attacksautomatically target the characterand dispel the clone. No charactermay have more than one IllusionaryClone at the same time.

Inspire (P, L, Rare 1)The character with this Trait receives5 Inspire points per game. Keep trackof these with a die. At any momentduring the game, the character mayspend 1 Inspire point to give +1 to afriend’s Activation or Reaction roll, ORto give a Group Move order like aLeader. Spending Inspire points is a

free action. Range for the ability is 1X Long stick. No warband may havemore than one model with Inspire.

KnapsacksThe character carries large knapsacksfor storing rations. He may beassigned up to 3 magic food items byan Arcane Cook.

Mark of the Demon (P)Whenever the model puts Out-of-Action a foe, place a die next to theOut-of-Action foe. Set the die on 1.The player controlling the characterwith Mark of the Demon may useReactions to increase the number onthe die by 1 per each Reaction used.If the number reaches 6, the slainmodel returns into play. It now has -1to Q, gains the Demon Trait, and isnow controlled by the side of thecharacter with Mark of the Demon.The Marked character remains partof the warband and may be retainedin campaigns until he is slain again.Demons, Undead, Holy, and Artificialcreatures are immune to the Mark ofthe Demon.

While the Marked character lies Out-of-Action, other characters maydestroy his body to prevent his returnas a demonic creature. This requiresa 3-Action Task (by someonechopping the body to bits) or a Power2 flame-based spell.

A Warband may have only onecharacter with Mark of the Demon.

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Medicine BagOnce per scenario, if the model withthe Medicine Bag is adjacent to afriend, he may spend 1 action toremove the Prone, Staggering,Fatigued or Poisoned condition fromthat friend.

Outdoor SpecialistThe character’s movement is notreduced by crossing woods,swamps, and shallow waters. Inaddition, the character ignores the-1 to melee Combat for fighting inshallow water.

Paincarver (W)A Paincarver is a demonic blade thatinflicts excruciatingly painful woundsthat resist healing powers.

When a character Recoils or isknocked Prone by a Paincarverattack, he must roll Q on one die. Ifhe succeeds, nothing happens. If hefails, he must drop a weapon, shield,or magic item he is wielding (an itemof his choice). Once a character hasbeen hit by a Paincarver, and hassuffered any result worse than aRecoil, any use of the Healer Trait onthe character requires one moreaction than normal. For example, aHealer will need to spend twoactions to remove the Pronecondition on the character. Thiseffect last until the end of the game.

Paincarvers do not affect Undead,Artificial, or Swarm creatures. The

blow may still kill them, but thesecreatures do not feel pain.

Powerful JawsThe model bites with powerful jawsthat cling to an opponent. If the foegoes Prone because of the model’smelee attack, that foe may not moveaway from the melee engagementuntil he causes the model to Recoil, oruntil the model goes Out of Action orchooses to let go.

Possession (P)Possession is the ability of somedemons to control the body of avictim or to possess an area 1 x Shortacross. The possessing demon mustspend 3 actions to initiate thePossession, and must be within 1 xMedium and in LoS of the victim orplace to be possessed. Target figuremay resist Possession by rolling atleast 2 successes on a Quality roll on3d6. As soon as the three actions arespent, the Demon disappears andthe Demon’s player may nowcontrol the possessed figure.

Possession of an area isautomatically successful as soon asthe demon spends the actions. Assoon as a foe steps into thepossessed area, the Demon maychoose to manifest in the area, inmelee contact with that foe ifdesired, and get 3 free actions.

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Possessing a person or an areamakes the Demon vulnerable toExorcism (see p.14).

Quick With a Blade (W, P)The model may perform up to 2 meleeattacks per turn, at the cost of 1 Actioneach, but only if in melee with a singlefoe. This Trait may not be used with aHeavy, Huge, or Flail weapon.

Rock PunchA foe Recoiling from a melee attackperformed by this model Recoils 1 xShort and must roll Q on 1d6 or fallProne at the end of the Recoil.Huge/Gargantuan foes are immuneto this. A Recoiling target hitting awall or other large obstacle duringRecoil takes a C1 attack from theimpact.

Skull Battleaxe (P, W, MI)This magic weapon ignores theHeavily Armored and Block Traits. Ifpicked up by a foe, the SkullBattleaxe delivers a C3 Free Hack tothat foe before the foe can use it.

SlayerWhen the model rolls a 6 in melee,no matter what the opponent rolls,the foe must roll one die. If the resultis higher than the foe’s C, the foebecomes Staggering. No effect if rollis equal to or lower than the victim’sC score. This Trait does not workagainst Undead, Artificial, or Swarmcreatures.

SnaresThe character may create d3 snaresbefore the battle and place them incontact with any scenic item orterrain. Place them secretly bywriting their location on a piece ofpaper. The first model moving onthat terrain takes a C2 Free Hack.Animals take a C3 Free Hack. Modelswith Snares, Traps, or Danger Senseare immune to Snares. The AlterTerrain spell may be used to destroyany Snares in its affected area.

SquishyEvery time the character is affectedby a Recoil, Knock Prone or Out-of-Action result from a non-magicalattack, roll d6. On a 6, ignore thateffect.

StiltfighterThe character is trained to walk andfight on stilts. In melee, thecharacter ignores the meleemodifier from fighting Big foes. If heis Knocked Prone by a melee attack,the character may roll Q on 1d6. Ona success, the character Recoils 1 xShort away. On a failure, he isKnocked Prone as normal. Againstfoes who are not Big or larger, thecharacter gets Free Disengage anda +1 on melee if he attacks in thesame turn as he moves into contactwith the foe.

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StoneslumberThe character may spend one actionto turn into a boulder. In this form,the character counts as a solidobstacle, provides cover, and mayblock LoS. Use a stone from thegarden to represent the character.In boulder form, the character maynot perform any actions but he isimmune to all combat effects. Thecharacter may be pushed 1 x Shortas a 2-action Task by Big or largercreatures, or by a friend with theStoneslumber Trait who is not inboulder form. The character mayspend one action to return to itsnormal state. A Leader withStoneslumber in boulder form stillcounts its Leader bonus for friendswith Stoneslumber, but not forcreatures without Stoneslumber,and may not give group orders.

Throw RockThe model can throw large stonesas a Ranged attack, using theMedium range stick. If such anattack is thrown at a group of foes,it counts as two C3 attacks against2 randomly-chosen targets.

Trick ShotOnce per game, the model with thisTrait may roll two Combat dice for aranged attack and pick the best.Traits that allow for rerolls may notbe used together with this ability.

Twin Dagger Technique (W)The character fights with twodagger-like weapons and mayspend two actions to attack thesame target twice in melee. If thefirst Combat roll is a 5 or 6, thesecond attack counts as a Free Hackif the player so desires.

Unholy Symbol (P, MI)Once per game, the wielder of thismagic item may cast oneCounterspell or one Fear spell as ifhe were a Spell-Caster.

Vorpal Blade (W)The character is armed with anunnaturally-sharp blade. Wheneverthe character rolls a 6 in melee, nomatter what the opponent rolls, heinflicts a grievous wound that bleedsprofusely. The victim of the hit mustmake a Quality roll, at +1 if he isTough, or receive the Staggeringcondition. Heroes do NOTautomatically pass this test andmust roll the die. Undead, Artificial,or Swarm creatures are immune tothis effect.

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New Spell Tags

Affects only Spell-CastersThis spell affects only models withthe Spell-caster Trait.

RitualA spell with the Ritual tag is long andcomplex. Casting it is a Task. Thenumber of actions needed tocomplete the Task is shown on theRitual tag. For example, a Ritual 6spell requires a 6-action Task to becast. The actions for the Task mustbe provided by the caster. The castermay also use up to 5 helpers, whomust all be within 1 x Short of him.Each helper can provide a maximumof 1 action towards the completionof the Task. The helpers need NOThave the Spell-Caster Trait. When theTask is completed, the caster rolls 3dice on his Quality as a free action.The number of successes rolleddetermines the Power of the spell,as usual.

If the caster is put Out-of-Actionbefore the Task is completed, thespell automatically fails. If the casteris Gruesomely Killed before the Taskis completed, all helpers receive aFree Hack with a C equal to thenumber of actions so faraccumulated in the Task!

Sacrifice RequiredThe spell can be cast only if a certainnumber of foes have been killed assacrifice over the course of acampaign, or has variable effectsdepending on the number ofsacrifices offered. Details will beexplained in the text of the spell.

NEW SPELLS

CurseTags: Resisted, Variable Range,

Enchantment, Affects only Living TargetsA target failing to resist the spellbecomes cursed. A cursed charactermust reroll all results of 6 and keepthe result of the reroll on any of hisCombat or Quality dice. If a 6 is rolledon the reroll, the character keeps it.The curse lasts until the end of thegame, or until the caster who cursedhim is put Out-of-Action, or until theCurse spell is broken by the BreakEnchantment spell (see ASOBH, p.32). A Cursed character may not useany Trait or game effect allowing areroll until the curse is lifted.

Backfire: The caster becomesCursed until the end of the game.

Demonic HarpoonTags: Los Required, Variable Range,

Ranged, HoldableThe caster materializes a spear ofdarkness and throws it as a ranged

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attack. The throwing happensautomatically, as part of the actionsspent in casting the spell. The caster,however, may hold the spear in hishands and throw it later spendingone action to do so (2 actions for anAimed Shot).

The Harpoon strikes with C= spellPower. If the target is knockedProne by the ranged attack, theHarpoon has lodged into his body.Two effects are possible. The castermust choose one:

1) The target is pinned to theground. He may not move, andloses the Difficult Target or anymovement-related Traits until hebreaks free. Removing theHarpoon is a 2-action Task.However, removing the Harpoonis dangerous, and if the modelrolls any 1 while performing theTask, the model goes Out-of-Action.

2) The target is pulled 1 x Shorttowards the caster. From thismoment on, until the victimbreaks the Harpoon (a 2-ActionTask), the Caster and theharpooned victim may onlymove towards each other. Thecaster may not use this optionagainst a target larger thanhimself (e.g. having the Big Traitif the caster is not Big).

In both cases, the harpooned victimis attacked at +2 in melee and losesthe Difficult Target, Agile, or QuickTraits until he breaks free.

The caster may not cast anotherDemonic Harpoon while a target ispinned to the ground or pulledtowards the caster. If the caster goesOOA, the spell is broken and anharpooned victim automaticallybreaks free (if the victim was pinnedto the ground, he still must spendone action to remove the Pronecondition).

Backfire: the caster materializes anharpoon and has a 1 in 6 chance ofhitting himself in the foot, pinninghimself to the ground until hespends one action to remove theharpoon. If he doesn’t hit himself,the harpoon hits the ground anddisappears.

Hellfire AmmunitionTags: Los Required

Caster automatically reloads anumber of friendly hellfirearquebuses in LoS. One hellfirearquebus per point of Power isreloaded. The effect may not besaved for later. The arquebusiersneed not spend any actions.

Backfire: all arquebuses of friendsin the caster’s LoS malfunction andmay not be used for the remainderof the game.

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Hellfire BlastTags: Cast into Melee, LoS Required,

Extended RangeThe spell hits as a ranged attack witha C score equal to its Power. Inaddition to the normal effects of theranged attack, a target beaten by theattack must make a Q roll on threedice.

Three successes: no effect

One failure: target Recoils

Two failures: target becomesStaggering

Three failures: target goes Out ofAction.

Hellfire Blast has no effect onArtificial models, Demons, or modelswearing Demonic Armor. It affectsUndead normally.

Backfire: A major demon isdispleased with the caster andappears in his mind to torment him.The caster must make a Morale rolland abide by the result.

Hellfire ImmolationTags: Cast into Melee, Centered on Caster,

Variable AreaAs soon as actions are spent to castthe spell, the caster explodes in aball of hellfire. The area affected is aShort radius if one action is used,Medium if two actions are used, andLong if three actions are used. Anymodel , friend or foe, in the affected

area receives a Free Hack with aCombat score equal to 3 plus thepower of the spell. The casterautomatically suffers a GruesomeDeath and all equipment carried bythe caster is destroyed.

Backfire: the opponent may chooseto have the spell fizzle to no effect,or to have a friend of the casterexplode in a ball of hellfire (treat asa Power 1 casting of this spell,centered on the chosen figure). Thefriend must be in LoS of the caster.If no friend is in LoS, the opponentmay not choose this effect.

Holy LightTags: Variable Range, LoS Required, Fire

into Melee, HoldableThis spell hits with a C equal toPower +2 but works only againstDemons and Undead targets.

Backfire: The caster may not castthe Holy Light spell again until heslays an opponent with the Demonor Undead Trait.

MindwipeTags: Variable Range, Resisted, Affects Only

Spell-CastersThe target forgets one spell of hischoice per every failure in hisresistance Q roll. For example, if thetarget Spell-caster fails on two dice,he forgets two spells. The number ofdice to be thrown to resist the spellis equal to the power of the

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Mindwipe spell. Forgotten spellsreturn to the victim’s memory at theend of the game.

Backfire: The caster forgets onespell chosen by the opponent untilthe end of the game.

PentagramTags: Ritual 3, Enchantment

The caster draws a magic circle onthe ground. The Pentagram is 1 xShort in diameter, with the mid pointof the measuring stick centered onthe caster. Mark the terrain with apaper outline or build a Pentagrammarker out of acetate, or withcopper wire. All Summoned models,and all models with the Demon orIncorporeal Traits, receive a FreeHack with a C= Power +2 wheneverthey try to step through thePentagram. If the Free Hack from thePentagram causes them to recoil orto be knocked Prone, the figure willrecoil or fall to the ground OUTSIDE

of the Pentagram. The Pentagram isdestroyed if the caster moves, if anenemy steps inside it and contactsthe caster in melee, if the caster isput Out-of-Action, or if thePentagram is affected by the BreakEnchantment spell.

Backfire: The opponent choosesone of his models. That model willbe immune to the caster’sPentagram for the whole duration ofthe campaign.

Wall of HellfireTags: Los Required, Variable Range,

Summoning, WallCaster creates a Wall of Hellfirewithin range. Wall does not blockLoS but it gives a -1 modifier to allranged attacks fired through it, withthe exception of Fireballs. The Wallis not a physical obstacle. Fire-basedelementals may move through theWall as if it did not exist. Otherscrossing the Wall are attacked by the

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flames at C= Power+1. A Wall ofHellfire adjacent to a Wall of Ice willmelt it. A Wall of Water adjacent toa Wall of Hellfire will extinguish it. AWall of Wood adjacent to a Wall ofHellfire has a 2 in 6 chance ofbecoming a Wall of Fire at the endof each turn.

Caster may choose to have the Wallexplode, creating the equivalent ofa Fireball (with the same Power). Anynon-Artificial, non-Undead creaturereceiving a Recoil effect from thisHellfire Fireball must also testMorale on as many dice as thePower of the spell.

Backfire: Caster receives a C4 fireattack.

Wall of Holy LightTags: Los Required, Variable Range,

Summoning, WallThis spell creates a Wall thatPossessed Dwarves and demons ofall kinds cannot cross. Not evenflying demons may ignore the Wallof Holy Light. Other creatures areunaffected by the Wall and can movethrough it as if it did not exist.However, the Wall’s shimmeringlight will impose a -1 modifier to anyranged attack fired through it, andwill make Aimed Shot impossible.

Backfire: Tainted by sinful thoughts,the caster may no longer cast the

Wall of Holy light until the end of thegame.

Summon Hell FrogTags: Summoning, Variable Range

The caster creates a small pond offoul-smelling, hellish goo from whichdemonic frogs are hatched.Represent the pond with a 1 x Shortradius cut-out. The pool counts asdifficult terrain to all models withoutSwamp-walk.

When the pool is first created, therewill be ONE frog in the pool. Duringthe following turns, as long as thecaster does not cast any other spellwith the Summoning tag, the castermay spend one action per turn tohave another frog appear in the pool.

Any non-flying model crossing thepool receives a Free Hack with C =number of frogs in the pool. Thefrogs will not attack friends of thecaster.

The hell frogs may be attacked onlywith magic. If the caster is put out ofaction, the pool disappears, like anySummoning spell. If the frogs areattacked by magic, each counts as aseparate, Q4 C1 Rabble target. If avial of holy water is thrown into thepool (this requires the expenditureof an action, but hits automatically;the thrower must be within 1 xShort) every frog in the pool mustperform a Q check on one die or

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disappear. A Wall of Holy Light castupon the pond will destroy it and killall the frogs.

The frogs do not count in thewarband’s number for Moralepurposes.

Backfire: A single frog appears incontact with the caster and biteshim. Treat as a C1 Free Hack. Thecaster may not be able to cast thisspell again until he manages to killthe C1 frog with a melee attack.

Summon ImpTags: Summoning, Variable Range

An imp (a minor, mischievousdemon) appears within range andfights for the caster’s warband. Theimp is Q2 C1 Demon, Difficult Target,Flying, Rabble, Stealth. The castermay not summon another imp whilethe imp is in play. Imps have manyforms: use any small figure torepresent one.

Backfire: An imp appears in contactwith the caster, and is activated bythe opponent at the beginning of theopponent’s turn. If the caster hasany magic item or weapon, the impwill try to steal it and fly away.Otherwise, the imp will remain inplay and be controlled by the caster’sopponent.

Summon MinorDemon

Tags: Summoning, Variable RangeA minor demon (Q4, C3, Demon)appears and fights for caster’swarband. Roll d6 to determine itsTraits, altering the result up or downby up to Power - 1 points.

1) Flying

2) Big

3) Paincarver

4) Flying and Difficult Target

5) Flail and Tough OR Q3.

6) Combat Master OR C4 (choose)

7) Spell-caster, Fireball, HellfireImmolation.

Limitations: May be cast only afterthe caster’s warband has inflicted atleast one Gruesome Kill. Once aGruesome Kill has been inflicted,spell may be cast multiple times.May not be cast if caster has alreadyanother minor demon in play.

Backfire: Demon appears adjacentto caster, controlled by opponent.Roll d6 for Traits, without anymodifier.

Netherworld GateTags: Ritual 5, Enchantment, Sacrifice

RequiredThis spell may be cast only in acampaign, after the caster’swarband has accumulated at least X

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sacrifices. When the spell iscast, a portal to Zo openswithin 1 x Short of thecaster, and a demon (or agroup of minor demons) issummoned. The Demon/sare as determined by thescenario or built on a totalof points equal to 25 timesX. For example, if thecampaign has accumulated10 sacrifices, a total of 250points of Demons aresummoned. UnlikeSummoning spells, anycreatures summonedthrough the Gate remain inplay if the caster goes OoAor the Gate is dispelled. AnyDemon may escape tosafety by stepping throughthe Gate. Any other modelmoving or Recoilingthrough the Gate isautomatically killed. TheGate may be destroyed bythe Break Enchantmentspell.

Backfire: Caster is knockedProne.

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Halfling Food MagicA lot of a halfling’s life revolvesaround growing, picking, discussingand preparing food. Halflings havedevised a whole school of magicbased on it. Halflings use minormagic “recipes” to infuse powers intosavoury morsels. You never knowwhen hunger pangs will strike sobetter carry some food on thebattlefield! Items in this list may beused by any warband including atleast one model with the ArcaneCook Trait. An Arcane Cook willcreate d3 + 2 Food items before thebattle, and assign these to anycharacters as the player sees fit (notrestricted to Personalities), with thelimitation that the Cook should notassign more than one item percharacter. The Cook may preparemultiple portions of the same food,or mix them as desired. A characterwith the Knapsacks Trait may beassigned up to 3 Food magic Items.

Food magic items are eaten rightbefore the battle, or during thebattle (this requires one action).These effects will not work onArtificial creatures, Undead, or Hugecreatures (that would need anexcessive quantity of food, athought that would cause panic inany halfling settlement).

Characters normally eat their Fooditems before the battle. They may

not “keep them” to give their Fooditem to another character duringthe course of the game. Exception:a character with Knapsacks may eatone Food item before the battle andgive the other two to othercharacters during the game (or hemay keep them for himself).

Biscuits of Sugar RushThe character has +1 to hisactivation Q rolls on the first turn ofthe game. However, if any of hisactivation dice roll a 1, the charactermust pass a Q test at the end of theturn or be knocked Prone. TheBiscuits have no effect after the firstturn of the game.

Cake of FuryThe first melee attack performed bythe character in a game is at +2. Ifthe character rolls a 1, however, hehas eaten too much cake. In thiscase, the +2 bonus does not countand the character (assuming hesurvives the combat) must make aQ roll on one die or becomeStaggering (Heroes pass this rollautomatically). A character goingOut of Action because of this is justpassing out due to eating too muchand should not perform a Survivalroll at the end of the battle.

Carrot Stew of Keen VisionAnyone eating this meat-and-carrots stew may ignore the effectof the Stealth Trait on one enemy in

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LOS the first time that this situationapplies in a game. The character isallowed to shoot at the Stealthytarget as if he did not possess theStealth Trait. Once a Stealthy enemyhas been spotted, the Carrot Stewloses its effects.

Cornmeal of CourageThe character can add +1 to theresult of the lowest die on the firstMorale roll that he performs in agame. This effect may be appliedonly to Morale rolls performed onthree dice. Once the bonus hasbeen applied, the effect of theCornmeal ends.

Elven Pepper SpreadThe first ranged attack that thecharacter performs in the gamecounts as an Aimed Shot withoutspending an extra action. Thispower will work only up to a rangeof 1 x Medium. The character canperform an attack beyond thisrange, of course, but it will not countas an Aimed Shot.

Energizing JamThe first movement the characterperforms in a game uses the Longmeasuring stick.

Mead of Poison ResistanceThe first time in a game that thecharacter is hit by a Poisonousattack, ignore the effect of thePoison Trait.

Ranger’s Roasted TroutThe character gains the AmphibiousTrait the first time he enters intowater terrain. The effect lasts untilhe moves out of the water terrain.

Sausage of SturdinessThe first knocked Prone result thatthe character receives is treated asa Recoil instead. The character maynot use any other Trait to reduce theRecoil to no effect. Once the effecthas been reduced, the magic of thesausage wears off.

Sticky Porridge BombThis pot of extremely sticky porridgecan be thrown using a weapon.Treat it as a single use of theEntangle Trait, performed as a freeaction.Even if it is a free action, theuser must perform a Quality roll onthree dice to determine howsuccessful the Entangle is.

Treeman SaladThe character gains the ForesterTrait until he has crossed a patch offorest terrain.

Honey of Quick ReflexesThe character has a +1 to the firstReaction roll he performs in a game.

Marmalade of SwiftnessThe character gains the DifficultTarget Trait. The effect lasts until thecharacter is hit by a ranged attack.No effect on models who alreadypossess Difficult Target.

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Halfling WisewomanRemedies

While both male and femaleHalflings love to cook, and maybecome experts on Food magic, therole of the Wisewoman istraditionally restricted to females. AWisewoman is a kind of witch doctor,preparing pomades, oils andconcoctions out of plants, spices,and minerals. A character with theHalfling Wisewoman Trait canprepare three remedies prior toeach game.

Remedies will not work on Animals,Undead, Artificial, or Swarmcreatures. Remedies are notcumulative: there is no benefit fromusing more doses of the sameremedy.

Lavender Wound-Cleansing OilA character may spend one action toapply this nice-smelling ointment toan Out-of-Action character. Thisgives a +1 to the Survival rolls of theOut-of-Action character at the endof the game. A character cannotapply this oil on himself.

Sage PomadeIt takes one action to apply thispomade on any character who hastaken any Q loss due to poison orany other game effect. The characterrolls a die; on a 3+ all of his Q lossesare restored. Only one dose of SagePomade per character can be

applied per game. If the die roll fails,the Pomade does not work andfurther doses will not have anyeffect. A character can apply theSage Pomade on himself as long ashe is not Out-of-Action. The Pomade

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will restore Q lost to the Drain Traitor to spells.

Oil of UntyingA character applies the oil on himselfbefore the beginning of the game.The character will be at +2 to Q toresist the first Entangle attack hereceives. After the character receivesan Entangle attack, no matter if hemanages to avoid it or not, the Oilceases to have any effect.

Goat Milk Poison AntidoteDrinking this concoction will removeany game effects caused bypoisoning, including the Staggeringcondition caused by the VenomousStrike Trait, the Q loss caused by thePoison Trait, but not the Q losscaused by other abilities such asDrain or any spells. Drinking theAntidote is like drinking a potion: itis a 2-action Task (one action to pullthe vial out of a backpack or pocket,and one to drink it).

Halflings ambush a small party of Possessed near Elvenfell. In game terms,getting an Ambush bonus is often enough to even the Combat score differencebetween typical Halfling troops and the Demon Dwarves. The Ambush bonusonly lasts for an attack… but it’s still nice to have it.

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Quick Feet OintmentThis ointment is applied to the feetof a barefoot character. It can beapplied before the game, or duringthe game at the cost of one action.During the game, a characterwearing the ointment on his feetmay enjoy one of the followingbenefits ONLY ONCE:

1) Gain Free Disengage until theend of his current turn;

2) Gain the Quick Trait until the endof the character’s next turn, evenif the character has the ShortMove Trait;

3) Gain the Agile Trait until the endof the character’s next turn.

The Quick Feet Ointment may beapplied only to barefoot, livingcharacters. If the miniature isrepresented wearing boots, he is notused to walking barefoot, and anybenefits he would gain from theOintment would becounterbalanced by the discomfortof walking without shoes.

Sure Grip Hand CreamThe character putting this lotion onhis hands has +1 to Q for all manualTasks until the end of the game.Manual Tasks are anything thatrequire handling tools, includingartillery Tasks described in Hammerand Forge, but NOT spells with theRitual tag. In addition, the character

ignores the first Disarm effect hesuffers in a game.

Anti-burn LotionThe character has +1 to C against thefirst fire-based attack that he suffersin a game. This include DragonBreath, Hellfire, attacks from fireelementals, and melee contact withWall of Fire or Wall or Hellfire. Thelotion must be applied prior to thebeginning of the game.

Poultice Against BugsThe character has +1 to C againstattacks from Swarms of insects,worms, or arachnids. This bonusdoes not apply if the Swarm has theArtificial or Undead Traits. Thecharacter is also immune to theMosquito Swarm spell (see Fightin’Fungi, p.38).

Animal RepellantA character wearing these sachets offoul-smelling herbs gains FreeDisengage against Animal foes untilthe end of the game.

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Demonic SealsDemonic Seals are campaignupgrades for Possessed Dwarvesand other demon-possessedcreatures. Each Seal is a Trait thatgives some limited advantage to thefigures bearing the seal on theirbodies. No figure may wear morethan three seals. The figure with theseal is called the “bearer” hereinafter.

Seals are campaign upgrades. Nocharacter may be created as a sealbearer.

Black Blood SealThe bearer can reroll a failed die ona survival roll at the end of a scenario.

Dark Tentacle SealOnce per game, while in melee, thebearer may cause the seal to emit atentacle of dark energy that tries todisarm his opponent. Roll a die, andon a 5 or 6, the opponent isdisarmed, and the weapon is thrown1 x Short away in a random direction.

Evil Eye SealThe bearer can, once per game, casta Power 1 Curse spell as a freeaction. This can happen at anymoment during the character’s turnor during his opponent’s turn.

Hellfire Breath SealThe bearer can, once per game,spend one action to perform amagical ranged attack with his own

C score. The attack has a range of 1x Short. No modifiers for Good Shotor Aimed Shot apply.

Hellfrost SealOnce per game, the bearer mayemanate a deathly cold, in a 1 xShort radius centered on his own

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body (measure from the edge of thecharacter’s base). Using the HellfrostSeal requires the expenditure of anaction or reaction. Any figure, friendor foe, caught in the radius of thefrost receives a C3 attack. The attackis Lethal against fire-based creatures(fire elementals, salamanders, Wallsof Fire, Walls of Hellfire, and othercreatures with the words Fire orFlames in their name). In addition,a creature surviving the cold blastgains the Slow Trait as a condition.This condition can removed by oneHealer spending one action to healthe character, or by spending a fullinactive turn within 1 x Short of a fire,or fire-based creature/Wall. Thecondition is automatically removedat the end of the game.

Hellfury SealThis seal activates only when thebearer inflicts a Gruesome Kill. Themodel gains the Combat MasterTrait until the end of his next turn. Ifhe causes another Gruesome Killwhile the Combat Master Trait stillapplies, the duration of the CombatMaster Trait is extended by onemore turn.

Tormenting Thorn SealThe bearer of this seal can, once pergame, send a jolt of pain through anopponent’s body. The effect isautomatic. This is a free action thatcan take place during either player’sturn. The target must be within 1 xShort range, and in LoS of the bearerof the seal. This power does notaffect Undead, Swarm, or Artificialcreatures. The target (not the user!)

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must choose one of the followingeffects, ignoring those that do notapply to his character:

1) Drop a weapon or shield;

2) Lose all actions accumulated sofar towards the completion of aTask;

3) Be knocked Prone.

If no effects apply, the character isunaffected by the Tormenting ThornSeal.

Vampire SealThe creature has a demonicseal that can drink the bloodof his killed opponents.Every time the wearer of theseal puts a living (notUndead or Artificial) foe Out-of-Action, he may spend oneaction to let the seal drinkthe victim’s blood. Thebearer gains one Bloodtoken. Blood tokens can bespent to reroll a meleeCombat die against anopponent with a Combatscore lower than thecharacter’s. A single Bloodtoken per turn may be spent.

The bearer of this sealreceives a C3 Free Hackevery time he recoils intowater terrain or crosseswater terrain (using bridgesand fords is safe). The Free

Hack occurs when the character triesto enter the water terrain. If thebearer suffers a Recoil or KnockedProne result from the Free Hack, hedoes not manage to enter the waterterrain (and may try again later).

Protection of the Lone Warrior SealThis is a defensive seal. Any foe withthe Dashing Trait may not benefitfrom it if he moves into contact withthe bearer. This seal works only if thebearer is not in base-to-base contactwith a friend.

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Campaign - TheSummoning of Asdzugh Possessed Dwarves in the bleakwastelands around Hyria plan toassault nearby villages. With enoughsacrifices, they will activate a portalto summon their lord, Asdzugh theWheel of Pain.

One player runs the Possessed,while his opponent runs theresistance — Halflings, mostlycommon folk and militiamenfighting against the hell-spawnmenace.

The campaign ends either with thesummoning of Asdzugh or theannihilation of its cult. The finalbattle may be an epic confrontationof good versus evil, as the villagersgain the help of Dwarven and FungiFolk allies.

Random TablesCertain scenarios include randomtables that contain surprises. Do notread them until instructed to roll onthem.

Death Of Unique PersonalitiesIf a Unique model dies in the courseof a campaign, that character is lostand may not be used for theremainder of the campaign.

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1) Raid on ElvenfEll

Possessed Dwarves attack a halflingvillage to take sacrifices. The Halflingsfight back, awakening the magicaldefenses left by the high elves in theirvillage, and using whatever they can findas weapons.

Set up the scenario as per the Elvenfellhalfling village map on p.41.

Halfling Force and Deployment: TheHalfling warband may consist of up to400 points, but they may not includeany named Personalities in thisscenario. Generic Personalities may beused as desired, up to 200 points. TheHalfling player should have at least 9models.

Divide the 3’x3’ play area into nineimaginary squares, each 1’ wide. TheHalfling player must deploy at leastone model in each square.

Possessed Dwarves may deploy ONEPersonality figure and any non-Personality figures, up to a total of 350points. The Possessed must split theirforce in two, in any desired way (a halfof the force may be a single figure).Each half of the Possessed warbandenters play from one random tableedge. If the same edge is selectedtwice, reroll until a different table edgeis selected.

Elven Lures: The Halfling player maydeploy up to five elven lures, one perimaginary square. Lures are plants,

Elven Lure Table

1 A single enemy (chosen at random among all enemies in that square) mustpass a Quality check on one die or be knocked Prone.

2An enemy chosen at random among all enemies in that square must pass aQuality check on a single die or be Disarmed. The weapon flies 1 x Short awayfrom the figure and is entangled by roots and twines. Getting the weapon outis a 2 action Task.

3A plant suddenly animates and slashes at a foe. Treat it as a C2 Free Hack witha +1 Ambush Bonus. If the target has Danger Sense, ignore the Ambush bonus.After the attack, the plant reverts to its inanimate state.

4 The ground turns to mud, but only for the enemies. Treat the whole square asbroken ground for all foes unless they have the Swamp-Walk Trait.

5A fungus sprays spores at a random foe in the square. The target must pass aQuality check on three dice. If one or more failures are rolled, the character isdistracted by the spores and may not cast spells or perform Aimed Shots untilhe had a chance to immerse himself in water, or three turns have elapsed.

6 A flower sings an ancient elvish song. A random foe in the square must pass aQuality check on one die or be Transfixed.

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trees, bushes, or rocks that act asmagical traps, and are triggered whensomeone with evil intentions (anymodel controlled by the opponent)steps within a few yards of them. Theplayer should note these on aseparate sheet of paper and revealthem during play as the need arises. Alure is revealed only when at least oneenemy enters the square where thelure is located. When it is revealed, rollon the Elven Lure table to determineits nature. Each lure will work onlyonce.

Hedges: As shown on the map, thevillage is surrounded by tall hedges.These are tall enough to count asobstacles for both Halflings andDwarves. A model in contact with ahedge, if contacted by an opponent onthe opposite side of the hedge, fightsat +1 using the Defending an Obstaclemodifier. In addition, a modelseparated from his opponent by ahedge does NOT receive a Free Hackfrom that opponent if he chooses toleave that combat engagement.Hedges also block Line of Sight.

Four-legged models and cavalrymodels, like Halfling mastiff riders andHell Hounds, may attempt to leap overa hedge. The model must haveenough movement to clear the hedgeand perform a Q roll on a single die. Ifthe die roll fails, the model is knockedProne (the player decides on whichside of the hedge it happens). If the roll

is successful, the model lands safelyon the opposite side of the hedge.

Flaming Hedges: Hedges can be seton fire by Fireball or Flame Jet spells,or by Hellfire directed at them. Roll adie when this happens, adding thespell’s Power or the unmodifiedCombat score of the user, whicheveris higher. On a result of 7+, the hedgecatches fire. All models in contact withthe flaming hedge must immediatelyperform a Recoil away from the hedgeor suffer a C2 Free Hack from theflames. A flaming hedge will continueto burn until the end of the game, andall attempt to leap over the hedge willbe at -1 to Quality. A model failing toclear a flaming hedge will be knockeddown and receive a C2 Free Hack fromthe flames (now far deadlier, as thecharacter is Prone!)

A flaming hedge may be put out witha 7-action Task. Any character incontact with the hedge mayparticipate in this Task. A characterwho goes to the well and brings abucket of water, or casting a Wall ofWater or Wall of Ice upon the hedge,counts as accomplishing 4 Taskactions.

The Well: There is a brick well in theHalfling village. The well counts as animpassable obstacle. In addition, aHalfling standing on the edge of thewell counts as being on higher ground(+1 in melee). However, if this Halflingreceives a Recoil or Knock Down result,the Halfling must pass a Q test on a

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single die (+1 for the Acrobat Trait), orfall into the well! The Halfling fallinginto the well is automatically out of thescenario, but may perform a Survivalroll at the end of the battle if theHalflings win. The well may also beuseful if the hedges or huts are set onfire.

Geese Pond: This small pond isinhabited by water fowl. These geeseand ducks are leading a tranquil life inthe village and will quack at the firstsign of danger. Any Possessed within1 x Medium of this pond may not usean Ambush bonus. The pond is notvery deep: it counts as difficult terrainto any model without Swamp-Walk orAmphibious. All models may walkthrough it. Any character movingthrough the pond will be wet enoughto be immune to the C2 attack fromflaming hedges (see Flaming Hedges,above) until the end of the scenario.

Rock Pile: This is a pile of bricks andloose stone from some constructionwork that is taking place in the village.Any Halfling in contact with the pile ofrocks may use one action to pick up arock and another to throw it. Thiscounts as a Ranged attack using a 1 xShort range stick.

Cattle Pen: Any Halfling adjacent tothe cattle pen may use one action toopen the gate and another to shoo theanimals. The animals need not berepresented on the tabletop, althoughif you have appropriate models, it willbe nice if you do so. Cattle will rush out

of the pen and any model (friend orfoe) within 1 x Long of the pen’s gatewill be caught in the stampede andmust pass a Q roll on one die or beknocked Prone.

Blacksmith’s Shop: This is a smallopen-air foundry and blacksmith’sshop. When the attack happens, thereare d6 loose metal tools here that canbe picked up and used as weapons byany Disarmed character. Coming intocontact with this terrain removes theDisarmed status.

Huts: Each building counts as animpassable obstacle. Roofs are notstrong enough to hold the weight ofpeople, so Halflings may not bedeployed on them. Each buildingcontains d3 halfling civilians (childrenor elderly who are unable to fight),who may be captured by anyPossessed who spends one action totear down the hut’s door and twoactions to kidnap a civilian. APossessed carrying a civilian mayperform a maximum of two Shortmove actions per turn. Civilians countas captured Halflings for VictoryConditions purposes. Treat them asQ5, C0 models.

Huts may be set on fire. Use the samerules described under FlamingHedges, above.

Victory Conditions: The side with themost Victory Points wins the scenario.Halflings get 1 VP per Possessed theydefeat. Possessed get 2 VPs for everyhalfling they carry ALIVE off the table.

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Perform survival rolls for Out of ActionHalflings only at the end of the game.If the captured Halflings die, or if noHalflings are captured, the Possessedlose the scenario and the Halflingsreceive one campaign advance. If thePossessed win, note how manyHalflings they capture (this will beimportant in the final scenario). If thePossessed win this scenario, they

receive one Demonic Seal of theirchoice. If the Possessed lose, they canask that this scenario be played again,but this time the Halfling player mayspend up to 50% of his warband pointson Halfling Personalities, includingnamed ones, and may add twomilitiamen to his warband. Thisrepresents an attack on anothervillage.

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2) The Caravan

Traveling merchants are attacked by thePossessed. A band of Halflings from thenearest village must help them, andmight find a reward. The battle iscomplicated by the presence of a giantmushroom.

Halfling Warband: 400 pts includingup to 200 of Personalities. If you haveAndrea Underroot from Fightin’ Fungi,you can use him for this scenario.

Possessed Warband: 400 ptsincluding up to 200 of Personalities.

Set Up: Arrange the table as seen onthe map. The giant fungus must be

placed within 1 x Short of the caravan.The Possessed must be deployedanywhere on the map and within 1 xLong of the caravan. The Halflingsmust be deployed on a random tableedge. Halflings get the Initiative on thefirst turn.

Giant Fungus: Whenever anycharacter that is not a fungus manmoves within 1 x Medium of the giantfungus, roll a die. On a 1 to 4, nothinghappens. On a 5, a giant bug feedingoff the fungus tries to bite thecharacter (treat as a C2 Free Hack) andthen disappears into the ground (thereis no need to represent this bug witha miniature). On a 6, the giant fungussprays spores all over the battlefield.

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All characters failing a Q roll on one diestart to cough (Artificial and Undeadcharacters are unaffected). Coughingcharacters may not perform AimedShots. Coughing Spell-casters mustdecide whether they are using a “safe”casting method (spending oneadditional action to cast any spell), ORdecide to risk casting using the normalnumber of actions. If a coughing Spell-caster opts for normal casting and failson two or more dice, that failurecounts as a Backfire even if the casterdid not roll any 1s.

The Caravan: There are four Halflingmerchants in the caravan. They are Q4C1, and fight at +1 for defending anobstacle. They fight in their own phaseafter both warbands have activated.The merchants roll only 1 die each foractivations and their activation failuresdo not cause Reactions. You do not

need to represent these Halflings withfigures: they are scared and will notmove out of the caravan, but they willfight in melee (using daggers or clubs)any Possessed who moves intocontact with the caravan.

Victory Conditions: The Possessedwin, gaining one campaign advance, ifthey carry at least 2 Out-of-Actionmerchants off any table edge ORdestroy/rout the Halfling warband tothe last man. Any other result is aHalfling victory, and gives one advanceto the Halfling warband. If the Halflingswin this scenario and have an ArcaneCook in their warband, they willreceive a quantity of carrots form themerchants as a reward. In the nextscenario, two Halflings may beassigned the Carrot Stew of KeenVision (see Food Magic, p.30) for free.

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3) The Stone of PowerA standing stone, once a dwarven tribute to Fari, has been corrupted by thePossessed and turned into an unholy altar. A group of Halflings is taskedwith removing the Possessed sigils from the Stone and restoring it to itsformer glory.

Halfling Warband: 400 points with up to 200 points of Personalities.

Possessed Warband: 400 points with up to 200 points of Personalities.

Set Up: Play on a square grassland, placing the Stone right at the center. Place4 to 6 other stones (each large enough to provide cover for a man-sized figure)each within 2 x Medium of the Standing Stone, and at least 1 x Short away fromany other stone. You may also add 2-3 bushes, each roughly 1 x Short across.

Warbands deploy on randomly determined opposite table edges. Halflings getthe Initiative on the first turn. Cleansing the Possessed altar is an 8 action Task.Only Halflings in base-to-base contact with the stone may contribute actionstoward the completion of this Task. At the end of each turn in which one or moremodels are in base-to-base contact with the Stone, roll a die. On a 1-5, nothinghappens. On a 6, roll on the table below.

The Awakening of the Stone

1

The Stone awakens as a Dolmen Warrior and joins the Halfling warband forthree turns, after which it loses interest in the battle, enters Stoneslumber, andremains asleep until the end of the scenario. If this result is rolled, stop rollingon this table.

2

Runes appear on the Stone. Any Dwarf or Possessed may spend one action toread the runes and reroll on this table, altering the result by + or -1 as desired.Once read, the runes disappear (they may reappear later if this result is rolledagain).

3 A random character in contact with the Stone receives a C3 Free Hack.

4The Stone rolls, moving 1 x Short in a random direction. All models in its pathmust pass a Q roll on one die or receive a C4 Free Hack.

5Healing energies surge from the Stone. All models in contact with the Stonemay remove the Staggering or Prone condition, or recover any Q loss.

6The Stone awakens as a Dolmen Rock Thrower and joins the PossessedWarband for three turns, after which it enters Stoneslumber and remains asleepuntil the end of the scenario. If this result is rolled, stop rolling on this table.

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Victory Conditions: The Halflings win if they manage to complete the Taskand clean the standing Stone. If this happens, and the Stone awakes as aDolmen Warrior and fights for them during the game, the Halfling warbandmay keep the Dolmen Warrior as an extra figure.

The Halflings also win if they wipe out the Possessed warband.

If the Task is not completed, the Possessed win. Likewise, if the Possessedwin and the Stone awakens as a Dolmen and fights on their side, thePossessed may keep the Dolmen in their ranks as an extra figure in theirwarband.

The Possessed also win if they wipe out the Halflings.

In all cases, the winning warband receives a campaign advance.

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4) Burn the DemonWorshipper!

Halflings are putting on trial avillager who is suspected ofbeing a demon-worshipper. ThePossessed attack, trying to freehim. Is the villager unjustlyaccused, or is he evil? The realnature of the villager will bediscovered only during thebattle.

Halfling Warband: 450 pointsincluding up to 200 points ofPersonalities. Halflings may deployan Exorcist or Holy Man but not aMage.

Possessed Warband: 400 pointsincluding up to 200 of Personalities.

Set Up: The battle takes place in avillage. The tabletop represents themain square at the center of thevillage. There should be at least 6huts or small cottages to representthe Halfling dwellings – use whateverscenics you have. Each buildingshould be at least 1 x Medium awayfrom any other building. A well,cultivated fields and a cattle pen arealso possible scenics.

The suspected demon worshippershould be represented by an unusedHalfling figure. He is bound andcannot move. At least one Halflingshould be deployed in base-to-base

contact with him. The rest of theHalfling warband represents thepeople putting him on trial, andmust be deployed in a roughlycircular formation around him, atabout 1 x Short distance from him.

The Possessed may be deployed onany table edge, and may even besplit up on multiple baselines as theplayer desires.

The goal of the Possessed is tocapture the suspect. If he is truly ademon worshipper, he will be givena chance to join the Possessedwarband. If he is not, he might bekilled or captured as a sacrifice.

Interrogating the Suspect: TheHalflings may question the suspectduring the battle. To do so, at leastone Halfling must be in base-to-basecontact with the suspect andperform a 4 action Task. Only asingle Halfling may perform actionstoward this Task. When the Task iscompleted, the Halfling player willroll a d6 on the Demon Worshippertable below. In some cases (rolls of2, 4, and 6) the Halfling player maychoose to keep the result secretfrom the Possessed player. Theplayer can roll the die and then coverit with a paper cup until the momentcomes.

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The Demon Worshipper

1

The suspect passes out due to the intensity of the interrogation. Beforehe can be questioned again, a 2 action Task is required to revive him.Only models in base-to-base contact with the figure may contribute tothis Task.

2The questioner is convinced that the suspect is innocent. He is not ademon worshipper!

3

A demonic entity manifests and tries to possess a random Halfling. Theinvisible demon is Q3 and has the Possession Trait. If possessed, theHalfling will now fight for the Possessed warband until he is put Out ofAction or Exorcised.

4The suspect confesses: He is a demon worshipper and he is waiting forthe coming of Aszdugh, the Wheel of Pain!

5

Frogs rain from the sky. All Halflings in play who do not have the HeroTrait must immediately test Morale at +1. Those who fail will try to moveout of the village. The first Possessed figure to be activated after the rainof frogs has +1 to his activation rolls for that turn.

6The suspect confesses: He is a demon worshipper, but he does notworship the same demon as the Possessed. If he is captured by thePossessed, he will not join their warband and may not be sacrificed.

Victory Conditions: The Possessed win if they capture the suspect and bringhim off the table. If the suspect is actually a demon worshipper and a servantof Aszdugh, the model may join the Possessed warband for the final battle(choose any non-Personality Halfling profile, and the Possessed player mayequip him with a Vorpal Blade). If he is innocent, he may be sacrificed in thelast scenario. If he is a demon worshipper but not worshipping the samedemon as the Possessed, the Halfling will not join the Possessed warbandand may not be sacrificed, and the scenario ends in a draw.

In all other cases, the Halflings win.

The winning warband receives one campaign advance. In the case of a draw,each warband receives one advance.

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5) The Gates of ZoThis is the final battle! ThePossessed try to open the gatesof hell to summon their darklord. The Halflings try to preventthis.

Forces for Both Warbands: 500points including up to 250 points ofPersonalities.

Additional Troops from OtherBooks: If the players have access tothe Hammer and Forge or Fightin’Fungi books and figures, players mayagree to use up to 200 points eachof reinforcements from those books.The Halflings may usereinforcements from the Miners orPelters rosters from Hammer andForge, and from any roster fromFightin’ Fungi except the RottenHearts. The Possessed may enlistThralls of the Liche King fromHammer and Forge, and of RottenHearts from Fightin’ Fungi.

Set Up: The battle takes place in adesolate plain in Hyria, with 3-6 largeboulders and 4-6 trees. Playersshould alternate placing these onthe battleground, and then roll onedie each, rerolling ties. The highroller chooses a baseline anddeploys his force there. Theopponent deploys his force on theopposing baseline. The two

warbands are deployed within 1 xMedium of the table edge. Afterdeployment, players dice again forInitiative, rerolling ties.

Ritual: The Possessed are casting aritual spell, so there must be at leastone Hellcaster in their ranks. ThisHellcaster exchanges one of hisspells (player’s choice) for theNetherworld Gate spell. OtherPossessed near the caster areassumed to be holding knives at thethroat of the sacrifices.

If the spell is completed, the Gatesof Zo open and the battle istransported to the barren landscapeof the Netherworld. Remove all thetrees and boulders, leaving thefigures in place. All terrain becomesdangerous as described below.Note: This is a scenario rule. It is notthe way the spell normally works.

Sacrifices: All the Halflings who havebeen captured so far in thecampaign are deployed as sacrifices.They are bound and helpless. Theycan be represented by counters orempty bases if you do not haveenough models. All the sacrificesautomatically die at the completionof the ritual. A sacrifice may be freedby spending two actions to break hisbonds. However, this is not possibleas long as there is any active foewithin 1 x Short of the sacrifice.Freed models will still be

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weaponless, unless a friend withmultiple weapons gives them aweapon.

Broken Terrain: All terrain is nowbroken and all figures are limited toShort movement (an advantage forthe Possessed, who already haveShort Move in most cases). HellHounds and any summonedDemons (not the Possessed inDemon Armor) are native to thisplane and move normally.

Hellfire Pits: Whenever a figure rollsany 1 on their activation dice, lavaand hellfire erupt from under thecharacter’s feet. The character mustpass a Quality roll on three dice ortake a Free Hack with a C score of 3,+1 for each failed die. For example,a character failing two dice willreceive a (3+2)=C5 Free Hack. Theseattacks ignore armor and non-magical shields (figures with MagicBlock get one Block roll). Models onHelldiscs are immune.

Mark the spot where the hellfire pitopened with a bit of red plasticine ora paper counter. The pit isimpassable terrain until the end ofthe scenario, and is unaffected bythe Alter Terrain spell. The only Wallspells that may be cast over a hellfirepit are Walls of Hellfire (at +1 to thecaster’s Quality) and Walls of Fire. Allother Wall spells are automaticallydestroyed if cast over a hellfire pit.

No Way Out: No Morale rolls areperformed by mortal troops in thisbattle. It’s a fight to the finish, andnobody has a safe place to run. Theonly figures who may have to rollMorale are summoned demons,who may indeed run away if thegoing gets tough.

Help from Above: The meddlesomegods of Norindaal may decide tosend some help for the good guys.As soon as the Halfling warband haslost more than half of its membersand at least a Halfling has beenGruesomely Killed, the Halflingplayer may do one of the following:

1) An Out-of-Action or GruesomelyKilled model comes back to life,anywhere on the table. The modelmay reappear in melee contact withan opponent if desired; or

2) All Halfling models gain +1 to theiractivation rolls until the end of theturn.

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Campaign UPGRADes

Generic Upgrades (all factions)● Increase a Q4+ model to Q3+.

● Increase a C1 model to C2.

● Increase a C2 model to C3.

● Add the Increased Spell MemoryTrait to a Spell-caster.

● Upgrade one model to a moreexperienced profile of the samename with a higher point cost(for example, upgrade a Militiafigure to a Veteran Militia, or aHellfire Fusilier to VeteranHellfire Fusilier, or a VeteranHellfire Fusilier to an Elite HellfireFusilier).

● Upgrade one model to a relatedprofile with different equipmentand higher point cost (forexample, from a Screaming FaceAxeman to Screaming FaceAxeman with Demonic Armor).

Possessed Upgrades

● One Possessed of your choicereceives a Demonic Seal.

● One Possessed Spell-caster ofyour choice gains a spell from thefollowing list: Curse, DemonicHarpoon, Hellfire Ammunition,Hellfire Blast, HellfireImmolation, Mindwipe, SummonHell Frog, Summon Imp,

Summon Minor Demon, Wall ofHellfire.

Halfling Upgrades

● One model receives one freeWisewoman’s Remedy or FoodMagic item.

● One model without rangedattacks receives the Sling Trait.

● One Spell-caster gains a spellfrom the following list: Holy Light,Pentagram, Wall of Holy Light.

● One unarmored model receivesthe Free Disengage Trait. Tocount as unarmored, the modelmust be represented by anunarmored figure and may notpossess any Block, HeavilyArmored, or Elven Plate ArmorTraits).

● One model of your choicereceives one vial of Holy Water.This is in addition to the threevials created by a character withthe Holy Water Trait, if any.

Dolmen Upgrades

● Increase a Q4+ Dolmen Warrioror Dolmen Rock Thrower to Q3+.

● Turn a Rock Thrower into aDolmen Warrior or vice versa.

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Halfling Roster

Dwarf Demonslayer62 pts, Q3+, C4

Axe and Sword Technique,Demonslayer, Rare 2, Short Move.

Panther Pelter54 pts, Q3+, C4

Gift of the Panther, HammeringBlow, Rare 1, Short Move.

Fungus Paladin (Personality)92 pts, Q3+, C4

Block, Fearless, Heavily Armored,Hero.

Maximus Armillarius, LegendaryFungus Gladiator

100 pts, Q2+, C4

Ensnare, Fungus Trident, Squishy,Unique.

Halfling Archer32 pts, Q4+, C2

Gang, Short Bow, Good Shot.

Halfling Veteran Archer46 pts, Q3+, C2

Short Bow, Good Shot, DifficultTarget, Trick Shot.

Halfling Assassin (Personality)68 pts, Q3+, C2

Assassin, Stealth, Twin DaggerTechnique.

Halfling Chieftain (Personality)70 pts, Q3+, C3

Elven Plate Armor, Block, Inspire.

Halfling Exorcist (Personality)26 pts, Q3+, C2

Exorcism.

Halfling Holy Man (Personality)36 pts, Q3+, C2

Exorcism, Holy, Holy Water, Rare 1

Halfling Hound Rider74 pts, Q3+, C3

Mounted, Powerful Jaws, HeavilyArmored, Long Move.

Halfling Mage (Personality)140 pts, Q3+, C1

Spell-caster, Charm Against Missiles,Medicine Bag. Spells: Lightning,Sleep, Trip, Switcheroo.

Halfling Militiaman27 pts, Q4+, C2

Block, Heavily Armored.

Halfling Veteran Militiaman38 pts, Q3+, C2

Expert Block, Heavily Armored.

Halfling Trapper44 pts, Q3+, C3

Snares, Rare 1, Outdoor Specialist.

James the Hungry60 pts, Q3+, C3

Long Move, Knapsacks, Stiltfighter,Unique.

Nova Valk (Personality)70 pts, Q3+, C3

Forester, Quick with a Blade, HalflingWisewoman, Encourage, Unique.

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Possessed RosterFungus Assassin72 pts, Q3+, C3

Creature of the Marshes, Slayer,Double Stab, Squishy

Heavy Infantry with Paincarver38 pts, Q3+, C3

Heavily Armored, Paincarver

Heavy Infantry with Paincarver andDemonic Armor (Personality)

54 pts, Q3+, C4

Demonic Armor, Paincarver

Hellfire Fusilier34 pts, Q3+, C2

Short Move, Hellfire Arquebus

Veteran Hellfire Fusilier40 pts, Q3+, C2

Short Move, Hellfire Arquebus,Good Shot

Elite Hellfire Fusilier54 pts, Q3+, C3

Short Move, Hellfire Arquebus,Good Shot, Fast Reload

Hellglaive Assassin (Personality)70 pts, Q3+, C2

Assassin, Backstab, Stealthy,Illusionary Clone

Possessed Champion (Personality)74 pts, Q3+, C4

Short Move, Combat Master,Demonic Armor, Runesword

Screaming Face Axeman52 pts, Q3+, C4

Short Move, Heavily Armored,Vorpal Blade

Screaming Face Axeman with DemonicArmor (Personality)

54 pts, Q3+, C4

Short Move, Demonic Armor, VorpalBlade

Zorkan Zaa, Screaming Face Warlordwith Demonic Armor (Personality)

100 pts, Q3+, C4

Short Move, Demonic Armor, VorpalBlade, Combat Master, InspiringPresence, Unique

Screaming Face Infantry with DemonicArmor and Paincarver (Personality)

50 pts, Q3+, C4

Short Move, Demonic Armor,Paincarver

Hell Hound70 pts, Q3+, C4

Long Move, Demon, Danger Sense,Fear Aura

Hellcaster (Personality)56 pts, Q3+, C2

Short Move, Spell-Caster. Spells:Hellfire Blast, Hellfire Immolation,Hellfire Ammunition

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Veteran Hellcaster (Personality)128 pts, Q2+, C2

Short Move, Spell-caster. Spells:Hellfire Blast, Wall of Hellfire, HellfireImmolation, Hellfire Ammunition,Demonic Harpoon.

Hellchain Fanatic56 pts, Q3+, C4

Short Move, Ball-and-Chain,Steadfast, Opportunistic.

Veteran Hellchain Fanatic62 pts, Q3+, C4

Ball-and-Chain, Steadfast, Opportunistic

Elite Hellchain Fanatic68 pts, Q3+, C4

Ball-and-Chain, Dashing, Steadfast,Opportunistic, Rare 3.

Possessed High Priestess on Helldisc(Personality)

102 pts, Q3+, C3

Helldisc, Unholy Symbol, SkullBattleaxe, Diabolic Charisma.

Possessed Berserker 54 pts, Q3+, C3

Child of Fury, Dashing, Double Stab.

Minor Demon21 pts, Q4+, C3

Demon.

Note: This may enter play only ifsummoned through the SummonMinor Demon spell. For general use,add one of the abilities that the figure

would have if summoned (see theSummon Minor Demon spell) andadjust its point value accordingly.

Imp38 pts, Q2+, C1

Demon, Difficult Target, Flying,Rabble, Stealth.

Note: This may enter play only ifsummoned through the Summon Impspell.

DOLMEN ROSTERDolmen Warrior

48 pts, Q4+, C3

Body of Stone, Rock Punch,Stoneslumber.

Dolmen Rock Thrower50 pts, Q4+, C3

Body of Stone, Throw Rock, GoodShot, Stoneslumber.

They Came from Hell!Axe and Brimstone is a campaign supplement for Advanced Song ofBlades and Heroes. In its pages, you will find:

● Background information and profiles for the Possessed, demon-worshipping Dwarves who aim to unleash their dark masters uponNorindaal.

● The valiant, peaceful Halflings who oppose them.

● A complete campaign in five scenarios.

● Plenty of new Traits: hellfire weapons, possession, exorcism, andmuch more.

● 14 new spells, from DemonicHarpoon to Wall of Holy Light.

● Rules for food magic andwisewomen’s remedies.

● Advanced Song of Bladesand Heroes profiles for allcharacters, includingPossessed Dwarves,Demons, Halflings.Fungus Men, Dwarves,and Dolmen Warriors.

A copy of Advanced Song of Bladesand Heroes is required to play.

www.ganeshagames.netwww.songofblades.com